3d-viewer : synchronise colours with board stackup.

ADDED: 3d-viewer can now look up colours defined in board properties

Fixes https://gitlab.com/kicad/code/kicad/issues/2261
This commit is contained in:
Fabien Corona 2020-01-22 22:38:30 +00:00 committed by Ian McInerney
parent 8f778b5a0f
commit 183bbf6914
11 changed files with 340 additions and 156 deletions

View File

@ -107,9 +107,11 @@ CINFO3D_VISU::CINFO3D_VISU() :
m_BgColorBot = SFVEC3D( 0.4, 0.4, 0.5 );
m_BgColorTop = SFVEC3D( 0.8, 0.8, 0.9 );
m_BoardBodyColor = SFVEC3D( 0.4, 0.4, 0.5 );
m_SolderMaskColor = SFVEC3D( 0.1, 0.2, 0.1 );
m_SolderMaskColorTop = SFVEC3D( 0.1, 0.2, 0.1 );
m_SolderMaskColorBot = SFVEC3D( 0.1, 0.2, 0.1 );
m_SolderPasteColor = SFVEC3D( 0.4, 0.4, 0.4 );
m_SilkScreenColor = SFVEC3D( 0.9, 0.9, 0.9 );
m_SilkScreenColorTop = SFVEC3D( 0.9, 0.9, 0.9 );
m_SilkScreenColorBot = SFVEC3D( 0.9, 0.9, 0.9 );
m_CopperColor = SFVEC3D( 0.75, 0.61, 0.23 );
}

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@ -497,9 +497,11 @@ public:
SFVEC3D m_BgColorBot; ///< background bottom color
SFVEC3D m_BgColorTop; ///< background top color
SFVEC3D m_BoardBodyColor; ///< in realistic mode: FR4 board color
SFVEC3D m_SolderMaskColor; ///< in realistic mode: solder mask color
SFVEC3D m_SolderMaskColorBot; ///< in realistic mode: solder mask color ( bot )
SFVEC3D m_SolderMaskColorTop; ///< in realistic mode: solder mask color ( top )
SFVEC3D m_SolderPasteColor; ///< in realistic mode: solder paste color
SFVEC3D m_SilkScreenColor; ///< in realistic mode: SilkScreen color
SFVEC3D m_SilkScreenColorBot; ///< in realistic mode: SilkScreen color ( bot )
SFVEC3D m_SilkScreenColorTop; ///< in realistic mode: SilkScreen color ( top )
SFVEC3D m_CopperColor; ///< in realistic mode: copper color

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@ -219,36 +219,57 @@ void C3D_RENDER_OGL_LEGACY::setupMaterials()
// Silk screen material mixed with silk screen color
m_materials.m_SilkS.m_Ambient = SFVEC3F( m_settings.m_SilkScreenColor.r,
m_settings.m_SilkScreenColor.g,
m_settings.m_SilkScreenColor.b );
m_materials.m_SilkSTop.m_Ambient = SFVEC3F( m_settings.m_SilkScreenColorTop.r,
m_settings.m_SilkScreenColorTop.g, m_settings.m_SilkScreenColorTop.b );
m_materials.m_SilkS.m_Specular = SFVEC3F( m_settings.m_SilkScreenColor.r *
m_settings.m_SilkScreenColor.r + 0.10f,
m_settings.m_SilkScreenColor.g *
m_settings.m_SilkScreenColor.g + 0.10f,
m_settings.m_SilkScreenColor.b *
m_settings.m_SilkScreenColor.b + 0.10f );
m_materials.m_SilkSTop.m_Specular = SFVEC3F(
m_settings.m_SilkScreenColorTop.r * m_settings.m_SilkScreenColorTop.r + 0.10f,
m_settings.m_SilkScreenColorTop.g * m_settings.m_SilkScreenColorTop.g + 0.10f,
m_settings.m_SilkScreenColorTop.b * m_settings.m_SilkScreenColorTop.b + 0.10f );
m_materials.m_SilkS.m_Shininess = 0.078125f * 128.0f;
m_materials.m_SilkS.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
m_materials.m_SilkSTop.m_Shininess = 0.078125f * 128.0f;
m_materials.m_SilkSTop.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
// Silk screen material mixed with silk screen color
m_materials.m_SilkSBot.m_Ambient = SFVEC3F( m_settings.m_SilkScreenColorBot.r,
m_settings.m_SilkScreenColorBot.g, m_settings.m_SilkScreenColorBot.b );
m_materials.m_SilkSBot.m_Specular = SFVEC3F(
m_settings.m_SilkScreenColorBot.r * m_settings.m_SilkScreenColorBot.r + 0.10f,
m_settings.m_SilkScreenColorBot.g * m_settings.m_SilkScreenColorBot.g + 0.10f,
m_settings.m_SilkScreenColorBot.b * m_settings.m_SilkScreenColorBot.b + 0.10f );
m_materials.m_SilkSBot.m_Shininess = 0.078125f * 128.0f;
m_materials.m_SilkSBot.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
// Solder mask material mixed with solder mask color
m_materials.m_SolderMask.m_Ambient = SFVEC3F( m_settings.m_SolderMaskColor.r * 0.3f,
m_settings.m_SolderMaskColor.g * 0.3f,
m_settings.m_SolderMaskColor.b * 0.3f );
m_materials.m_SolderMaskTop.m_Ambient = SFVEC3F( m_settings.m_SolderMaskColorTop.r * 0.3f,
m_settings.m_SolderMaskColorTop.g * 0.3f,
m_settings.m_SolderMaskColorTop.b * 0.3f );
m_materials.m_SolderMask.m_Specular = SFVEC3F( m_settings.m_SolderMaskColor.r *
m_settings.m_SolderMaskColor.r,
m_settings.m_SolderMaskColor.g *
m_settings.m_SolderMaskColor.g,
m_settings.m_SolderMaskColor.b *
m_settings.m_SolderMaskColor.b );
m_materials.m_SolderMaskTop.m_Specular =
SFVEC3F( m_settings.m_SolderMaskColorTop.r * m_settings.m_SolderMaskColorTop.r,
m_settings.m_SolderMaskColorTop.g * m_settings.m_SolderMaskColorTop.g,
m_settings.m_SolderMaskColorTop.b * m_settings.m_SolderMaskColorTop.b );
m_materials.m_SolderMask.m_Shininess = 0.8f * 128.0f;
m_materials.m_SolderMask.m_Transparency = 0.17f;
m_materials.m_SolderMask.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
m_materials.m_SolderMaskTop.m_Shininess = 0.8f * 128.0f;
m_materials.m_SolderMaskTop.m_Transparency = 0.17f;
m_materials.m_SolderMaskTop.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
// Solder mask material mixed with solder mask color
m_materials.m_SolderMaskBot.m_Ambient = SFVEC3F( m_settings.m_SolderMaskColorBot.r * 0.3f,
m_settings.m_SolderMaskColorBot.g * 0.3f,
m_settings.m_SolderMaskColorBot.b * 0.3f );
m_materials.m_SolderMaskBot.m_Specular =
SFVEC3F( m_settings.m_SolderMaskColorBot.r * m_settings.m_SolderMaskColorBot.r,
m_settings.m_SolderMaskColorBot.g * m_settings.m_SolderMaskColorBot.g,
m_settings.m_SolderMaskColorBot.b * m_settings.m_SolderMaskColorBot.b );
m_materials.m_SolderMaskBot.m_Shininess = 0.8f * 128.0f;
m_materials.m_SolderMaskBot.m_Transparency = 0.17f;
m_materials.m_SolderMaskBot.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
// Epoxy material
@ -284,17 +305,30 @@ void C3D_RENDER_OGL_LEGACY::setupMaterials()
m_materials.m_Paste.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
// Silk screen material
m_materials.m_SilkS.m_Ambient = matAmbientColor;
m_materials.m_SilkS.m_Specular = matSpecularColor;
m_materials.m_SilkS.m_Shininess = matShininess;
m_materials.m_SilkS.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
m_materials.m_SilkSTop.m_Ambient = matAmbientColor;
m_materials.m_SilkSTop.m_Specular = matSpecularColor;
m_materials.m_SilkSTop.m_Shininess = matShininess;
m_materials.m_SilkSTop.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
// Silk screen material
m_materials.m_SilkSBot.m_Ambient = matAmbientColor;
m_materials.m_SilkSBot.m_Specular = matSpecularColor;
m_materials.m_SilkSBot.m_Shininess = matShininess;
m_materials.m_SilkSBot.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
// Solder mask material
m_materials.m_SolderMask.m_Ambient = matAmbientColor;
m_materials.m_SolderMask.m_Specular = matSpecularColor;
m_materials.m_SolderMask.m_Shininess = matShininess;
m_materials.m_SolderMask.m_Transparency = 0.17f;
m_materials.m_SolderMask.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
m_materials.m_SolderMaskTop.m_Ambient = matAmbientColor;
m_materials.m_SolderMaskTop.m_Specular = matSpecularColor;
m_materials.m_SolderMaskTop.m_Shininess = matShininess;
m_materials.m_SolderMaskTop.m_Transparency = 0.17f;
m_materials.m_SolderMaskTop.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
// Solder mask material
m_materials.m_SolderMaskBot.m_Ambient = matAmbientColor;
m_materials.m_SolderMaskBot.m_Specular = matSpecularColor;
m_materials.m_SolderMaskBot.m_Shininess = matShininess;
m_materials.m_SolderMaskBot.m_Transparency = 0.17f;
m_materials.m_SolderMaskBot.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
// Epoxy material
m_materials.m_EpoxyBoard.m_Ambient = matAmbientColor;
@ -318,9 +352,12 @@ void C3D_RENDER_OGL_LEGACY::set_layer_material( PCB_LAYER_ID aLayerID )
switch( aLayerID )
{
case B_Mask:
m_materials.m_SolderMaskBot.m_Diffuse = get_layer_color( aLayerID );
OGL_SetMaterial( m_materials.m_SolderMaskBot );
break;
case F_Mask:
m_materials.m_SolderMask.m_Diffuse = get_layer_color( aLayerID );
OGL_SetMaterial( m_materials.m_SolderMask );
m_materials.m_SolderMaskTop.m_Diffuse = get_layer_color( aLayerID );
OGL_SetMaterial( m_materials.m_SolderMaskTop );
break;
case B_Paste:
@ -330,9 +367,11 @@ void C3D_RENDER_OGL_LEGACY::set_layer_material( PCB_LAYER_ID aLayerID )
break;
case B_SilkS:
m_materials.m_SilkSBot.m_Diffuse = get_layer_color( aLayerID );
OGL_SetMaterial( m_materials.m_SilkSBot );
case F_SilkS:
m_materials.m_SilkS.m_Diffuse = get_layer_color( aLayerID );
OGL_SetMaterial( m_materials.m_SilkS );
m_materials.m_SilkSTop.m_Diffuse = get_layer_color( aLayerID );
OGL_SetMaterial( m_materials.m_SilkSTop );
break;
case B_Adhes:
@ -385,8 +424,10 @@ SFVEC3F C3D_RENDER_OGL_LEGACY::get_layer_color( PCB_LAYER_ID aLayerID )
break;
case B_Mask:
layerColor = m_settings.m_SolderMaskColorBot;
break;
case F_Mask:
layerColor = m_settings.m_SolderMaskColor;
layerColor = m_settings.m_SolderMaskColorTop;
break;
case B_Paste:
@ -395,8 +436,10 @@ SFVEC3F C3D_RENDER_OGL_LEGACY::get_layer_color( PCB_LAYER_ID aLayerID )
break;
case B_SilkS:
layerColor = m_settings.m_SilkScreenColorBot;
break;
case F_SilkS:
layerColor = m_settings.m_SilkScreenColor;
layerColor = m_settings.m_SilkScreenColorTop;
break;
case Dwgs_User:

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@ -200,8 +200,10 @@ private:
struct
{
SMATERIAL m_Paste;
SMATERIAL m_SilkS;
SMATERIAL m_SolderMask;
SMATERIAL m_SilkSBot;
SMATERIAL m_SilkSTop;
SMATERIAL m_SolderMaskBot;
SMATERIAL m_SolderMaskTop;
SMATERIAL m_EpoxyBoard;
SMATERIAL m_Copper;
SMATERIAL m_Plastic;

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@ -100,35 +100,55 @@ void C3D_RENDER_RAYTRACING::setupMaterials()
0.0f, // transparency
0.0f );
m_materials.m_SilkS = CBLINN_PHONG_MATERIAL(
ConvertSRGBToLinear( SFVEC3F( 0.11f ) ),// ambient
m_materials.m_SilkS = CBLINN_PHONG_MATERIAL( ConvertSRGBToLinear( SFVEC3F( 0.11f ) ), // ambient
SFVEC3F( 0.0f, 0.0f, 0.0f ), // emissive
glm::clamp( ((SFVEC3F)(1.0f) -
ConvertSRGBToLinear( (SFVEC3F)m_settings.m_SilkScreenColor) ),
glm::clamp(
( ( SFVEC3F )( 1.0f )
- ConvertSRGBToLinear( (SFVEC3F) m_settings.m_SilkScreenColorTop ) ),
SFVEC3F( 0.0f ),
SFVEC3F( 0.10f ) ), // specular
0.078125f * 128.0f, // shiness
0.0f, // transparency
0.0f );
const float solderMask_gray = ( m_settings.m_SolderMaskColor.r +
m_settings.m_SolderMaskColor.g +
m_settings.m_SolderMaskColor.b ) / 3.0f;
const float solderMaskTop_gray =
( m_settings.m_SolderMaskColorTop.r + m_settings.m_SolderMaskColorTop.g
+ m_settings.m_SolderMaskColorTop.b )
/ 3.0f;
const float solderMask_transparency = solderMask_gray * 0.40f + 0.005f;
const float solderMaskTop_transparency = solderMaskTop_gray * 0.40f + 0.005f;
m_materials.m_SolderMask = CBLINN_PHONG_MATERIAL(
ConvertSRGBToLinear( (SFVEC3F)m_settings.m_SolderMaskColor ) *
0.10f, // ambient
ConvertSRGBToLinear( (SFVEC3F) m_settings.m_SolderMaskColorTop ) * 0.10f, // ambient
SFVEC3F( 0.0f, 0.0f, 0.0f ), // emissive
glm::clamp( ( (SFVEC3F)( 1.0f ) -
ConvertSRGBToLinear( (SFVEC3F)m_settings.m_SolderMaskColor ) ),
glm::clamp(
( ( SFVEC3F )( 1.0f )
- ConvertSRGBToLinear( (SFVEC3F) m_settings.m_SolderMaskColorTop ) ),
SFVEC3F( 0.0f ),
SFVEC3F( solderMask_gray * 2.0f ) ), // specular
SFVEC3F( solderMaskTop_gray * 2.0f ) ), // specular
0.85f * 128.0f, // shiness
solderMask_transparency, // transparency
solderMaskTop_transparency, // transparency
0.16f ); // reflection
const float solderMaskBot_gray =
( m_settings.m_SolderMaskColorBot.r + m_settings.m_SolderMaskColorBot.g
+ m_settings.m_SolderMaskColorBot.b )
/ 3.0f;
const float solderMaskBot_transparency = solderMaskBot_gray * 0.40f + 0.005f;
m_materials.m_SolderMask = CBLINN_PHONG_MATERIAL(
ConvertSRGBToLinear( (SFVEC3F) m_settings.m_SolderMaskColorBot ) * 0.10f, // ambient
SFVEC3F( 0.0f, 0.0f, 0.0f ), // emissive
glm::clamp(
( ( SFVEC3F )( 1.0f )
- ConvertSRGBToLinear( (SFVEC3F) m_settings.m_SolderMaskColorBot ) ),
SFVEC3F( 0.0f ),
SFVEC3F( solderMaskBot_gray * 2.0f ) ), // specular
0.85f * 128.0f, // shiness
solderMaskBot_transparency, // transparency
0.16f );
m_materials.m_SolderMask.SetCastShadows( true );
m_materials.m_SolderMask.SetNrRefractionsSamples( 1 );
m_materials.m_SolderMask.SetNrReflectionsSamples( 2 );
@ -463,11 +483,18 @@ void C3D_RENDER_RAYTRACING::reload( REPORTER *aStatusTextReporter )
break;
case B_SilkS:
materialLayer = &m_materials.m_SilkS;
if( m_settings.GetFlag( FL_USE_REALISTIC_MODE ) )
layerColor = m_settings.m_SilkScreenColorBot;
else
layerColor = m_settings.GetLayerColor( layer_id );
break;
case F_SilkS:
materialLayer = &m_materials.m_SilkS;
if( m_settings.GetFlag( FL_USE_REALISTIC_MODE ) )
layerColor = m_settings.m_SilkScreenColor;
layerColor = m_settings.m_SilkScreenColorTop;
else
layerColor = m_settings.GetLayerColor( layer_id );
break;
@ -650,7 +677,11 @@ void C3D_RENDER_RAYTRACING::reload( REPORTER *aStatusTextReporter )
SFVEC3F layerColor;
if( m_settings.GetFlag( FL_USE_REALISTIC_MODE ) )
layerColor = m_settings.m_SolderMaskColor;
if( layer_id == B_Mask )
layerColor = m_settings.m_SolderMaskColorBot;
else
layerColor = m_settings.m_SolderMaskColorTop;
else
layerColor = m_settings.GetLayerColor( layer_id );

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@ -308,6 +308,9 @@ void EDA_3D_VIEWER::CreateMenuBar()
colorSubmenu->AddItem( ID_MENU3D_PCB_BODY_COLOR, _( "Board Body Color..." ), "",
setcolor_board_body_xpm, SELECTION_CONDITIONS::ShowAlways );
colorSubmenu->AddItem( ID_MENU3D_STACKUP_COLORS, _( "Get colors from physical stackup" ), "",
nullptr, SELECTION_CONDITIONS::ShowAlways );
prefsMenu->AddMenu( colorSubmenu );
prefsMenu->AddCheckItem( ID_MENU3D_AXIS_ONOFF, _( "Show 3D &Axis" ), "",

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@ -24,19 +24,25 @@
#include "eda_3d_viewer.h"
#include "../3d_viewer_id.h"
#include "../common_ogl/cogl_att_list.h"
#include <3d_actions.h>
#include <bitmaps.h>
#include <board_stackup_manager/class_board_stackup.h>
#include <board_stackup_manager/stackup_predefined_prms.h>
#include <class_board.h>
#include <dpi_scaling.h>
#include <gestfich.h>
#include <hotkeys_basic.h>
#include <pgm_base.h>
#include <project.h>
#include <wildcards_and_files_ext.h>
#include <tool/tool_manager.h>
#include <tool/common_control.h>
#include <hotkeys_basic.h>
#include <tool/tool_manager.h>
#include <wildcards_and_files_ext.h>
#include <wx/colordlg.h>
#include <wx/colour.h>
#include <wx/string.h>
#include <wx/toolbar.h>
@ -414,6 +420,11 @@ void EDA_3D_VIEWER::Process_Special_Functions( wxCommandEvent &event )
Set3DBoardBodyColorFromUser();
break;
case ID_MENU3D_STACKUP_COLORS:
SynchroniseColoursWithBoard();
NewDisplay( true );
break;
case ID_MENU3D_REALISTIC_MODE:
m_settings.SetFlag( FL_USE_REALISTIC_MODE, isChecked );
NewDisplay( true );
@ -705,20 +716,30 @@ void EDA_3D_VIEWER::LoadSettings( wxConfigBase *aCfg )
aCfg->Read( keyBgColor_Green_Top, &m_settings.m_BgColorTop.g, 0.8 );
aCfg->Read( keyBgColor_Blue_Top, &m_settings.m_BgColorTop.b, 0.9 );
// m_SolderMaskColor default value = dark grey-green
aCfg->Read( keySMaskColor_Red, &m_settings.m_SolderMaskColor.r, 100.0 * 0.2 / 255.0 );
aCfg->Read( keySMaskColor_Green, &m_settings.m_SolderMaskColor.g, 255.0 * 0.2 / 255.0 );
aCfg->Read( keySMaskColor_Blue, &m_settings.m_SolderMaskColor.b, 180.0 * 0.2 / 255.0 );
// m_SolderMaskColorTop default value = dark grey-green
aCfg->Read( keySMaskColor_Red, &m_settings.m_SolderMaskColorTop.r, 100.0 * 0.2 / 255.0 );
aCfg->Read( keySMaskColor_Green, &m_settings.m_SolderMaskColorTop.g, 255.0 * 0.2 / 255.0 );
aCfg->Read( keySMaskColor_Blue, &m_settings.m_SolderMaskColorTop.b, 180.0 * 0.2 / 255.0 );
// m_SolderMaskColorBot default value = dark grey-green
aCfg->Read( keySMaskColor_Red, &m_settings.m_SolderMaskColorBot.r, 100.0 * 0.2 / 255.0 );
aCfg->Read( keySMaskColor_Green, &m_settings.m_SolderMaskColorBot.g, 255.0 * 0.2 / 255.0 );
aCfg->Read( keySMaskColor_Blue, &m_settings.m_SolderMaskColorBot.b, 180.0 * 0.2 / 255.0 );
// m_SolderPasteColor default value = light grey
aCfg->Read( keySPasteColor_Red, &m_settings.m_SolderPasteColor.r, 128.0 / 255.0 );
aCfg->Read( keySPasteColor_Green, &m_settings.m_SolderPasteColor.g, 128.0 / 255.0 );
aCfg->Read( keySPasteColor_Blue, &m_settings.m_SolderPasteColor.b, 128.0 / 255.0 );
// m_SilkScreenColor default value = white
aCfg->Read( keySilkColor_Red, &m_settings.m_SilkScreenColor.r, 0.9 );
aCfg->Read( keySilkColor_Green, &m_settings.m_SilkScreenColor.g, 0.9 );
aCfg->Read( keySilkColor_Blue, &m_settings.m_SilkScreenColor.b, 0.9 );
// m_SilkScreenColorTop default value = white
aCfg->Read( keySilkColor_Red, &m_settings.m_SilkScreenColorTop.r, 0.9 );
aCfg->Read( keySilkColor_Green, &m_settings.m_SilkScreenColorTop.g, 0.9 );
aCfg->Read( keySilkColor_Blue, &m_settings.m_SilkScreenColorTop.b, 0.9 );
// m_SilkScreenColorBot default value = white
aCfg->Read( keySilkColor_Red, &m_settings.m_SilkScreenColorBot.r, 0.9 );
aCfg->Read( keySilkColor_Green, &m_settings.m_SilkScreenColorBot.g, 0.9 );
aCfg->Read( keySilkColor_Blue, &m_settings.m_SilkScreenColorBot.b, 0.9 );
// m_CopperColor default value = gold
aCfg->Read( keyCopperColor_Red, &m_settings.m_CopperColor.r, 255.0 * 0.7 / 255.0 );
@ -829,17 +850,25 @@ void EDA_3D_VIEWER::SaveSettings( wxConfigBase *aCfg )
aCfg->Write( keyBgColor_Green_Top, m_settings.m_BgColorTop.g );
aCfg->Write( keyBgColor_Blue_Top, m_settings.m_BgColorTop.b );
aCfg->Write( keySMaskColor_Red, m_settings.m_SolderMaskColor.r );
aCfg->Write( keySMaskColor_Green, m_settings.m_SolderMaskColor.g );
aCfg->Write( keySMaskColor_Blue, m_settings.m_SolderMaskColor.b );
aCfg->Write( keySMaskColor_Red, m_settings.m_SolderMaskColorTop.r );
aCfg->Write( keySMaskColor_Green, m_settings.m_SolderMaskColorTop.g );
aCfg->Write( keySMaskColor_Blue, m_settings.m_SolderMaskColorTop.b );
aCfg->Write( keySMaskColor_Red, m_settings.m_SolderMaskColorBot.r );
aCfg->Write( keySMaskColor_Green, m_settings.m_SolderMaskColorBot.g );
aCfg->Write( keySMaskColor_Blue, m_settings.m_SolderMaskColorBot.b );
aCfg->Write( keySPasteColor_Red, m_settings.m_SolderPasteColor.r );
aCfg->Write( keySPasteColor_Green, m_settings.m_SolderPasteColor.g );
aCfg->Write( keySPasteColor_Blue, m_settings.m_SolderPasteColor.b );
aCfg->Write( keySilkColor_Red, m_settings.m_SilkScreenColor.r );
aCfg->Write( keySilkColor_Green, m_settings.m_SilkScreenColor.g );
aCfg->Write( keySilkColor_Blue, m_settings.m_SilkScreenColor.b );
aCfg->Write( keySilkColor_Red, m_settings.m_SilkScreenColorTop.r );
aCfg->Write( keySilkColor_Green, m_settings.m_SilkScreenColorTop.g );
aCfg->Write( keySilkColor_Blue, m_settings.m_SilkScreenColorTop.b );
aCfg->Write( keySilkColor_Red, m_settings.m_SilkScreenColorBot.r );
aCfg->Write( keySilkColor_Green, m_settings.m_SilkScreenColorBot.g );
aCfg->Write( keySilkColor_Blue, m_settings.m_SilkScreenColorBot.b );
aCfg->Write( keyCopperColor_Red, m_settings.m_CopperColor.r );
aCfg->Write( keyCopperColor_Green, m_settings.m_CopperColor.g );
@ -869,15 +898,18 @@ void EDA_3D_VIEWER::SaveSettings( wxConfigBase *aCfg )
aCfg->Write( keyRenderRAY_Backfloor, m_settings.GetFlag( FL_RENDER_RAYTRACING_BACKFLOOR ) );
aCfg->Write( keyRenderRAY_Refractions, m_settings.GetFlag( FL_RENDER_RAYTRACING_REFRACTIONS ) );
aCfg->Write( keyRenderRAY_Reflections, m_settings.GetFlag( FL_RENDER_RAYTRACING_REFLECTIONS ) );
aCfg->Write( keyRenderRAY_PostProcess, m_settings.GetFlag( FL_RENDER_RAYTRACING_POST_PROCESSING ) );
aCfg->Write(
keyRenderRAY_PostProcess, m_settings.GetFlag( FL_RENDER_RAYTRACING_POST_PROCESSING ) );
aCfg->Write( keyRenderRAY_AAliasing, m_settings.GetFlag( FL_RENDER_RAYTRACING_ANTI_ALIASING ) );
aCfg->Write( keyRenderRAY_ProceduralT, m_settings.GetFlag( FL_RENDER_RAYTRACING_PROCEDURAL_TEXTURES ) );
aCfg->Write( keyRenderRAY_ProceduralT,
m_settings.GetFlag( FL_RENDER_RAYTRACING_PROCEDURAL_TEXTURES ) );
aCfg->Write( keyShowAxis, m_settings.GetFlag( FL_AXIS ) );
aCfg->Write( keyShowGrid, (int) m_settings.GridGet() );
aCfg->Write( keyShowFootprints_Normal, m_settings.GetFlag( FL_MODULE_ATTRIBUTES_NORMAL ) );
aCfg->Write( keyShowFootprints_Insert, m_settings.GetFlag( FL_MODULE_ATTRIBUTES_NORMAL_INSERT ) );
aCfg->Write(
keyShowFootprints_Insert, m_settings.GetFlag( FL_MODULE_ATTRIBUTES_NORMAL_INSERT ) );
aCfg->Write( keyShowFootprints_Virtual, m_settings.GetFlag( FL_MODULE_ATTRIBUTES_VIRTUAL ) );
aCfg->Write( keyShowZones, m_settings.GetFlag( FL_ZONE ) );
@ -891,6 +923,67 @@ void EDA_3D_VIEWER::SaveSettings( wxConfigBase *aCfg )
}
void EDA_3D_VIEWER::SynchroniseColoursWithBoard( void )
{
BOARD* brd = GetBoard();
const FAB_LAYER_COLOR* stdColors = GetColorStandardList();
wxColour color;
if( brd )
{
BOARD_STACKUP stckp = brd->GetDesignSettings().GetStackupDescriptor();
for( BOARD_STACKUP_ITEM* stckpItem : stckp.GetList() )
{
wxString colorName = stckpItem->GetColor();
if( colorName.StartsWith( "#" ) ) // This is a user defined color.
{
color.Set( colorName );
}
else
{
for( int i = 0; i < GetColorStandardListCount(); i++ )
{
if( stdColors[i].m_ColorName == colorName )
{
color = stdColors[i].m_Color;
break;
}
}
}
if( color.IsOk() )
{
switch( stckpItem->GetBrdLayerId() )
{
case F_SilkS:
m_settings.m_SilkScreenColorTop.r = color.Red() / 255.0;
m_settings.m_SilkScreenColorTop.g = color.Green() / 255.0;
m_settings.m_SilkScreenColorTop.b = color.Blue() / 255.0;
break;
case B_SilkS:
m_settings.m_SilkScreenColorBot.r = color.Red() / 255.0;
m_settings.m_SilkScreenColorBot.g = color.Green() / 255.0;
m_settings.m_SilkScreenColorBot.b = color.Blue() / 255.0;
break;
case F_Mask:
m_settings.m_SolderMaskColorTop.r = color.Red() / 255.0;
m_settings.m_SolderMaskColorTop.g = color.Green() / 255.0;
m_settings.m_SolderMaskColorTop.b = color.Blue() / 255.0;
break;
case B_Mask:
m_settings.m_SolderMaskColorBot.r = color.Red() / 255.0;
m_settings.m_SolderMaskColorBot.g = color.Green() / 255.0;
m_settings.m_SolderMaskColorBot.b = color.Blue() / 255.0;
break;
default:
break;
}
}
}
}
}
void EDA_3D_VIEWER::CommonSettingsChanged( bool aEnvVarsChanged )
{
wxLogTrace( m_logTrace, "EDA_3D_VIEWER::CommonSettingsChanged" );
@ -1037,8 +1130,9 @@ bool EDA_3D_VIEWER::Set3DSilkScreenColorFromUser()
colors.push_back( CUSTOM_COLOR_ITEM( 241.0/255.0, 241.0/255.0, 241.0/255.0, "White" ) );
colors.push_back( CUSTOM_COLOR_ITEM( 4.0/255.0, 18.0/255.0, 21.0/255.0, "Dark" ) );
if( Set3DColorFromUser( m_settings.m_SilkScreenColor, _( "Silkscreen Color" ), &colors ) )
if( Set3DColorFromUser( m_settings.m_SilkScreenColorTop, _( "Silkscreen Color" ), &colors ) )
{
m_settings.m_SilkScreenColorBot = m_settings.m_SilkScreenColorTop;
NewDisplay( true );
return true;
}
@ -1066,8 +1160,9 @@ bool EDA_3D_VIEWER::Set3DSolderMaskColorFromUser()
colors.push_back( CUSTOM_COLOR_ITEM( 119/255.0, 31/255.0, 91/255.0, "Purple" ) );
colors.push_back( CUSTOM_COLOR_ITEM( 32/255.0, 2/255.0, 53/255.0, "Purple Dark" ) );
if( Set3DColorFromUser( m_settings.m_SolderMaskColor, _( "Solder Mask Color" ), &colors ) )
if( Set3DColorFromUser( m_settings.m_SolderMaskColorTop, _( "Solder Mask Color" ), &colors ) )
{
m_settings.m_SolderMaskColorBot = m_settings.m_SolderMaskColorTop;
NewDisplay( true );
return true;
}

View File

@ -151,6 +151,9 @@ class EDA_3D_VIEWER : public KIWAY_PLAYER
*/
void CommonSettingsChanged( bool aEnvVarsChanged ) override;
void SynchroniseColoursWithBoard( void );
private:
/// Called when user press the File->Exit
void Exit3DFrame( wxCommandEvent &event );

View File

@ -39,6 +39,7 @@ enum id_3dview_frm
ID_MENU3D_SOLDERPASTE_COLOR,
ID_MENU3D_PCB_BODY_COLOR,
ID_MENU3D_COPPER_COLOR,
ID_MENU3D_STACKUP_COLORS,
ID_MENU3D_AXIS_ONOFF,
ID_MENU3D_MODULE_ONOFF,

View File

@ -29,6 +29,7 @@ set( CVPCB_DIALOGS
set( CVPCB_SRCS
../common/base_units.cpp
../pcbnew/tools/grid_helper.cpp
../pcbnew/board_stackup_manager/stackup_predefined_prms.cpp
auto_associate.cpp
cfg.cpp
components_listbox.cpp

View File

@ -38,6 +38,7 @@ add_executable(test_gal_pixel_alignment WIN32
../../qa_utils/pcb_test_frame.cpp
../../qa_utils/mocks.cpp
../../../common/base_units.cpp
../../../pcbnew/board_stackup_manager/stackup_predefined_prms.cpp
../../../pcbnew/tools/pcb_tool_base.cpp
../../../pcbnew/tools/pcb_actions.cpp
../../../pcbnew/tools/pcbnew_selection.cpp