kicad/3d-viewer/3d_canvas.h

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/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015 Jean-Pierre Charras, jp.charras at wanadoo.fr
* Copyright (C) 2012 Wayne Stambaugh <stambaughw@verizon.net>
* Copyright (C) 1992-2015 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 3d_viewer.h
*/
#ifndef _3D_CANVAS_H_
#define _3D_CANVAS_H_
#include <wx/glcanvas.h>
#ifdef __WXMAC__
# ifdef __DARWIN__
# include <OpenGL/glu.h>
# else
# include <glu.h>
# endif
#else
# include <GL/glu.h>
#endif
#include <3d_struct.h>
#include <modelparsers.h>
#include <class_module.h>
#include <CBBox.h>
class BOARD_DESIGN_SETTINGS;
class EDA_3D_FRAME;
class SHAPE_POLY_SET;
class REPORTER;
class VIA;
class D_PAD;
// We are using GL lists to store layers and other items
// to draw or not
// GL_LIST_ID are the GL lists indexes in m_glLists
enum GL_LIST_ID
{
GL_ID_BEGIN = 0,
GL_ID_AXIS = GL_ID_BEGIN, // list id for 3D axis
GL_ID_GRID, // list id for 3D grid
GL_ID_BOARD, // List id for copper layers
GL_ID_TECH_LAYERS, // List id for non copper layers (masks...)
GL_ID_AUX_LAYERS, // List id for user layers (draw, eco, comment)
GL_ID_3DSHAPES_SOLID_FRONT, // List id for 3D shapes, non transparent entities
GL_ID_3DSHAPES_TRANSP_FRONT,// List id for 3D shapes, transparent entities
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GL_ID_3DSHAPES_SOLID_BACK, // List id for 3D shapes, non transparent entities
GL_ID_3DSHAPES_TRANSP_BACK, // List id for 3D shapes, transparent entities
GL_ID_SHADOW_FRONT,
GL_ID_SHADOW_BACK,
GL_ID_SHADOW_BOARD,
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GL_ID_BODY, // Body only list
GL_ID_END
};
class EDA_3D_CANVAS : public wxGLCanvas
{
private:
bool m_init;
bool m_reportWarnings; ///< true to report all warnings when building the 3D scene
///< false to report errors only
GLuint m_glLists[GL_ID_END]; ///< GL lists
wxGLContext* m_glRC;
wxRealPoint m_draw3dOffset; ///< offset to draw the 3D mesh.
double m_ZBottom; ///< position of the back layer
double m_ZTop; ///< position of the front layer
GLuint m_text_pcb; ///< an index to the texture generated for pcb texts
GLuint m_text_silk; ///< an index to the texture generated for silk layers
// Index to the textures generated for shadows
bool m_shadow_init;
GLuint m_text_fake_shadow_front;
GLuint m_text_fake_shadow_back;
GLuint m_text_fake_shadow_board;
CBBOX m_boardAABBox; ///< Axis Align Bounding Box of the board
CBBOX m_fastAABBox; ///< Axis Align Bounding Box that contain the other bounding boxes
CBBOX m_fastAABBox_Shadow; ///< A bit scalled version of the m_fastAABBox
S3D_VERTEX m_lightPos;
/// Stores the list of parsers for each new file name (dont repeat files already loaded)
std::vector<S3D_MODEL_PARSER *> m_model_parsers_list;
std::vector<wxString> m_model_filename_list;
void create_and_render_shadow_buffer( GLuint *aDst_gl_texture,
GLuint aTexture_size, bool aDraw_body, int aBlurPasses );
void calcBBox();
public:
EDA_3D_CANVAS( EDA_3D_FRAME* parent, int* attribList = 0 );
~EDA_3D_CANVAS();
EDA_3D_FRAME* Parent() const { return static_cast<EDA_3D_FRAME*>( GetParent() ); }
BOARD* GetBoard() { return Parent()->GetBoard(); }
/**
* Function ClearLists
* Clear the display list.
* @param aGlList = the list to clear.
* if 0 (default) all lists are cleared
*/
void ClearLists( int aGlList = 0 );
// Event functions:
void OnPaint( wxPaintEvent& event );
void OnEraseBackground( wxEraseEvent& event );
void OnChar( wxKeyEvent& event );
void OnMouseWheel( wxMouseEvent& event );
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#ifdef USE_OSX_MAGNIFY_EVENT
void OnMagnify( wxMouseEvent& event );
#endif
void OnMouseMove( wxMouseEvent& event );
void OnRightClick( wxMouseEvent& event );
void OnPopUpMenu( wxCommandEvent& event );
/**
* Function TakeScreenshot
*
* creates a screenshot of the current 3D view and save to file as png or jpeg or image
* is copied to the clipboard
*/
void TakeScreenshot( wxCommandEvent& event );
void OnEnterWindow( wxMouseEvent& event );
// Display functions
void SetView3D( int keycode );
void DisplayStatus();
void Redraw();
void Render();
/**
* Function CreateDrawGL_List
* Prepares the parameters of the OpenGL draw list
* creates the OpenGL draw list items (board, grid ...)
* @param aErrorMessages = a REPORTER which will filled with error messages,
* if any
* @param aActivity = a REPORTER to display activity state
*/
void CreateDrawGL_List( REPORTER* aErrorMessages, REPORTER* aActivity );
void InitGL();
void ReportWarnings( bool aReport ) { m_reportWarnings = aReport; }
void SetLights();
void SetOffset(double aPosX, double aPosY)
{
m_draw3dOffset.x = aPosX;
m_draw3dOffset.y = aPosY;
}
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/** @return the INFO3D_VISU which contains the current parameters
* to draw the 3D view og the board
*/
INFO3D_VISU& GetPrm3DVisu() const;
private:
/**
* return true if we are in realistic mode render
*/
bool isRealisticMode() const;
/**
* @return true if aItem should be displayed
* @param aItem = an item of DISPLAY3D_FLG enum
*/
bool isEnabled( DISPLAY3D_FLG aItem ) const;
/** Helper function
* @return true if aLayer should be displayed, false otherwise
*/
bool is3DLayerEnabled( LAYER_ID aLayer ) const;
/**
* @return the size of the board in pcb units
*/
wxSize getBoardSize() const;
/**
* @return the position of the board center in pcb units
*/
wxPoint getBoardCenter() const;
/**
* Helper function setGLTechLayersColor
* Initialize the color to draw the non copper layers
* in realistic mode and normal mode.
*/
void setGLTechLayersColor( LAYER_NUM aLayer );
/**
* Helper function setGLCopperColor
* Initialize the copper color to draw the board
* in realistic mode (a golden yellow color )
*/
void setGLCopperColor();
/**
* Helper function setGLEpoxyColor
* Initialize the color to draw the epoxy body board in realistic mode.
*/
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void setGLEpoxyColor( float aTransparency = 1.0 );
/**
* Helper function setGLSolderMaskColor
* Initialize the color to draw the solder mask layers in realistic mode.
*/
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void setGLSolderMaskColor( float aTransparency = 1.0 );
/**
* Function buildBoard3DView
* Called by CreateDrawGL_List()
* Populates the OpenGL GL_ID_BOARD draw list with board items only on copper layers.
* 3D footprint shapes, tech layers and aux layers are not on this list
* Fills aErrorMessages with error messages created by some calculation function
* display activity state
* @param aBoardList =
* @param aBodyOnlyList =
* @param aErrorMessages = a REPORTER to add error and warning messages
* created by the build process (can be NULL)
* @param aActivity = a REPORTER to display activity state
*/
void buildBoard3DView( GLuint aBoardList, GLuint aBodyOnlyList,
REPORTER* aErrorMessages, REPORTER* aActivity );
/**
* Function buildTechLayers3DView
* Called by CreateDrawGL_List()
* Populates the OpenGL GL_ID_TECH_LAYERS draw list with items on tech layers
* @param aErrorMessages = a REPORTER to add error and warning messages
* created by the build process (can be NULL)
* @param aActivity = a REPORTER to display activity state
*/
void buildTechLayers3DView( REPORTER* aErrorMessages, REPORTER* aActivity );
/**
* Function buildBoardThroughHolesPolygonList
* Helper funtion to build the list of the board through holes polygons
* @param allBoardHoles = the SHAPE_POLY_SET to populate
* @param aSegCountPerCircle = the number of segments to approximate a circle
* @param aOptimizeLargeCircles = true to use more than aSegCountPerCircle
* for large circles (a large circle dimatere is > 1mm )
*/
void buildBoardThroughHolesPolygonList( SHAPE_POLY_SET& allBoardHoles,
int aSegCountPerCircle, bool aOptimizeLargeCircles );
/**
* Function buildShadowList
* Called by CreateDrawGL_List()
*/
void buildShadowList( GLuint aFrontList, GLuint aBacklist, GLuint aBoardList );
/**
* Function buildFootprintShape3DList
* Called by CreateDrawGL_List()
* Fills the OpenGL GL_ID_3DSHAPES_SOLID and GL_ID_3DSHAPES_TRANSP
* draw lists with 3D footprint shapes
* @param aOpaqueList is the gl list for non transparent items
* @param aTransparentList is the gl list for non transparent items,
* @param aErrorMessages = a REPORTER to add error and warning messages
* created by the build process (can be NULL)
* @param aActivity = a REPORTER to display activity state
* which need to be drawn after all other items
*/
void buildFootprintShape3DList( GLuint aOpaqueList,
GLuint aTransparentList,
REPORTER* aErrorMessages, REPORTER* aActivity );
/**
* Function buildBoard3DAuxLayers
* Called by CreateDrawGL_List()
* Fills the OpenGL GL_ID_AUX_LAYERS draw list
* with items on aux layers only
* @param aErrorMessages = a REPORTER to add error and warning messages
* created by the build process (can be NULL)
* @param aActivity = a REPORTER to display activity state
* which need to be drawn after all other items
*/
void buildBoard3DAuxLayers( REPORTER* aErrorMessages, REPORTER* aActivity );
void draw3DGrid( double aGriSizeMM );
void draw3DAxis();
/**
* Helper function BuildPadShapeThickOutlineAsPolygon:
* Build a pad outline as non filled polygon, to draw pads on silkscreen layer
* with a line thickness = aWidth
* Used only to draw pads outlines on silkscreen layers.
*/
void buildPadShapeThickOutlineAsPolygon( const D_PAD* aPad,
SHAPE_POLY_SET& aCornerBuffer,
int aWidth,
int aCircleToSegmentsCount,
double aCorrectionFactor );
/**
* Helper function draw3DViaHole:
* Draw the via hole:
* Build a vertical hole (a cylinder) between the first and the last via layers
*/
void draw3DViaHole( const VIA * aVia );
/**
* Helper function draw3DPadHole:
* Draw the pad hole:
* Build a vertical hole (round or oblong) between the front and back layers
*/
void draw3DPadHole( const D_PAD * aPad );
/**
* function render3DComponentShape
* insert mesh in gl list
* @param module
* @param aIsRenderingJustNonTransparentObjects = true to load non transparent objects
* @param aIsRenderingJustTransparentObjects = true to load non transparent objects
* in openGL, transparent objects should be drawn *after* non transparent objects
*/
void render3DComponentShape( MODULE* module,
bool aIsRenderingJustNonTransparentObjects,
bool aIsRenderingJustTransparentObjects );
/**
* function read3DComponentShape
* read the 3D component shape(s) of the footprint (physical shape).
* @param module
* @return true if load was succeeded, false otherwise
*/
bool read3DComponentShape( MODULE* module );
/**
* function generateFakeShadowsTextures
* creates shadows of the board an footprints
* for aesthetical purpose
* @param aErrorMessages = a REPORTER to add error and warning messages
* created by the build process (can be NULL)
* @param aActivity = a REPORTER to display activity state
*/
void generateFakeShadowsTextures( REPORTER* aErrorMessages, REPORTER* aActivity );
DECLARE_EVENT_TABLE()
};
void CheckGLError(const char *aFileName, int aLineNumber);
#endif /* _3D_CANVAS_H_ */